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rferries
2017-08-26, 08:11 PM
MYCONIDS
http://i.imgur.com/MXnPlg9.jpg

The Apidae (http://www.giantitp.com/forums/showsinglepost.php?p=22119845&postcount=159) scout was weary and wounded, missing a leg, her wings broken and useless, but she struggled on through the tunnels. The ruthless soldiers were close behind her, their poison already taking effect and sapping the strength from her limbs. Soon she would be paralysed, her quest failed, and the Hive war effort would be doomed. Despair threatened to overwhelm her with every painfully laboured step but she refused to surrender - it was her duty to her Queen and to the cause of Good that she carry on.

The tunnel opened up into a vast chamber, one of many such spaces the Formians built within their colonies. It was filled from wall to wall with a grove of giant mushrooms, radiating gentle bioluminescence of every colour of the rainbow. The scout paused, her many-faceted eyes glittering in the iridescent light and sweeping the chamber for exits to other tunnels. Her inherent sense of direction told her that she was still leagues underground, far beyond the range of the Hive mind. The military secrets she had obtained would die here with her, unless she could get closer to the surface.

She took a step forward into the chamber - and her leg collapsed underneath her, drained of all strength. The poison burned in her ichor more fiercely than ever, and it was all she could do to scrabble at the ground with her remaining legs to painstakingly drag herself onwards. The rainbow light played over her and she was suddenly absurdly reminded of the colourful flower fields of home. Each Apidae worker was assigned a variety of tasks as she grew, and collecting nectar was the first duty they were given upon growing old enough to be permitted to leave the hive. Some Apidae chafed at the relative idleness of flitting from meadow to meadow, but she had always loved that task best - the sun above her, the world below, the balmy summer breezes under her wings.

But she knew that was all lost to her now. Never again would she dance with her sisters, or bask in the warm golden radiance of the of the Hive's halls. Never again would she escort a contingent of humanoid ambassadors to the Queen's chambers, or tend to the infant larvae, or even labour to store a load of honey or pollen in a cell. Her legs finally ceased to obey her, and she lay in wait of death.

Suddenly, there was a dark presence before her in the grove. Taller than any worker, taller than the Queen herself, it loomed over the scout. Helpless, she could only watch as it reached out a great hand...


The Formian patrol marched into the chamber with regimented precision. They knew their prey was crippled and that her capture was inevitable, but their own Queen demanded alacrity of her subjects. They would hunt the scout down with all speed, and return her to the Queen for thorough interrogation. The Queen willed it, and thus it would be done.

The taskmaster leading the patrol gave the grove only a cursory look. The Myconids were notoriously averse to combat and made ideal slaves, tending to mushroom crops for the Formians in exchange for nothing more than their lives. Their Sovereign would never dare to defy the Queen and risk the lives of his subjects, and therefore would have revealed the existence of the scout if she had lingered in the chamber. It took the taskmaster only a moment to make this simple logical deduction, and it quickly ordered the patrol onwards to scour the next tunnel.

As the sounds of the marching patrol receded into the distance, the scout found herself resting deep within the grove, with a circle of the fungusfolk standing silently around her. Their imposing king had carried her to safety here, and now his hand reached out again - this time delivering a spell that restored some of her poison-ravaged strength. The air was heavy with the phosphorescent spores of the myconids, and the scout could hear a telepathic song not unlike that of her own Hive.

The Sovereign's voice rose above all others in the collective consciousness, and his words granted the scout a relief she had not felt since the Queen had first dispatched her on her quest: "Rest now. Do not fear. We will tend to your wounds. When you recover, we will arrange for your escape. When your people come here, we will fight with them against the Formians. We are allies".
Myconids (also known as fungusfolk or mushroom men) are a benign race of underground-dwelling plant creatures. They devote their time to tending their mushroom groves and the network of mycelium in the ground underneath the groves, generally living peaceful and pacifistic lives. New Myconids sprout from the mycelium and are tended by the adults until they acquire sentience and mobility. A Myconid community is organized into a Ring, which refers both to all the members of that community, and the physical outer border of the mycelium-laden ground of that community. Each Ring of Myconids is ruled by a wise Sovereign, who performs all specialised functions for the Ring including diplomacy, magical healing, and divinations.

Myconids have a supernatural empathy with all kinds of fungus, and excel at growing them. This talent makes them highly desirable slaves for the expansionistic Formians; although Myconids generally submit in the face of superior force a Ring will often take any chance it can to throw off the yoke of their cruel masters. Otherwise, they raise shriekers and violet fungi as guards and pets.

Myconids cannot speak, though they understand Aquan, Common, Sylvan, Terran, and Undercommon and can communicate via their telepathy spores.

Bioluminescence (Su)
A Myconid is constantly glowing in any colour they choose, as by faerie fire. They can suppress or reactivate this ability as a free action.

Fungus Empathy (Ex)
This power works like the druid’s wild empathy class feature, except that a Myconid has a +6 racial bonus on the check and may only use it to influence fungus creatures.

Hive Mind (Ex)
All Myconids standing on mycelium-containing ground or within range of each others' telepathy spores (100 feet) are in constant communication.. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Myconid in a group is considered flanked unless all of them are.

Regeneration (Ex)
A Myconid's regeneration functions only while it is standing over mycelium-containing ground and is overcome by fire or acid. A Myconid cannot reattach lost body parts but regrows them in 3d6 minutes (even their heads, and even if they were severed through a fire or acid attack).

Skills
*A Myconid possesses a +6 racial bonus on any Knowledge or Profession (farmer) check made to identify or grow fungus and a +16 racial bonus on Hide checks made in underground forests (i.e. areas of giant fungi).

MYCONID, YOUNG
SMALL PLANT
Hit Dice: 4d8+4 (22 hp)
Initiative: +5
Speed: 20 ft. (4 squares)
Armor Class: 19 (+1 Dex, +7 natural, +1 size), touch 12, flat-footed 18
Base Attack/Grapple: +3/+0
Attack: Slam +5 melee (1d3+1)
Full Attack: Slam +5 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fungus empathy, poison, spores
Special Qualities: Bioluminescence, damage reduction 5/slashing, low-light vision, hive mind, plant traits, regeneration 5
Saves: Fort +7, Ref +2, Will +2
Abilities: Str 12, Dex 12, Con 12, Int 10, Wis 12, Cha 8
Skills: Hide +5*, Knowledge (dungeoneering, nature) +5*, Profession (farmer) +5*, Survival +1 (+3 aboveground natural, underground)
Feats: Ability Focus (spores), Improved Initiative
Environment: Underground
Organization: Solitary, pair, or patch (3-5)
Challenge Rating: 4
Treasure: None
Alignment: Always lawful (any)
Advancement: 5-7 HD (Small)
Level Adjustment: -

This Myconid is as stout as any of its kind but very short. It observes your interactions with the Sovereign with a silent yet almost youthful curiosity.

Young Myconids (also known as "buttons") are solemn and dutiful by the standards of most mortal races, yet still regarded as exuberant and flighty by their elders. They are generally not permitted to leave the confines of the Ring and keep to the safety of the mushroom groves, tending to the mushroom crops.

Combat Abilities
Young Myconids fight to the best of their ability in defense of their Rings but are often kept away from combat by their elders. They use their spore attacks at random unless directed by an elder Myconid.

Poison (Ex)
Ingested, Fortitude DC 15, initial damage 3d6 Wis, secondary damage 3d6 Con. The save DC is Constitution-based. As an ingested poison this generally only works against creatures that make bite attacks against a myconid.

Spores (Su)
A Myconid is constantly shedding magical spores out to a variable radius, depending on the type of spore. All creatures that are exposed to the spores (holding one's breath does not help) must save each round or be affected. A Myconid can produce only one type of spore at a time and may switch to a different type as a move action. A Myconid cannot suppress this ability. This is treated as both a poison and a disease but creatures immune to either may still choose to be affected by a particular type of spore (commonly the telepathy spores). The save DCs are Constitution-based.

Germination
Range 0 feet, no save. These spores blanket the soil of the Myconid's space (a 5 foot square for a young Myconid), allowing mycelium to grow throughout it after 1 month. Any corpses in the square are decomposed by the growing mycelium in this time, preventing the use of raise dead. It is rumoured that the knowledge of corpses destroyed in this way lives on in the Ring's Hive Mind.

Hallucination
Range 30 feet, Will DC 15, save or become confused for 4 rounds.

Sleep
Range 60 feet, Will DC 15, save or fall asleep for 4 minutes.

Telepathy
Range 100 feet, Will DC 15 (harmless), save or gain a telepathic bond with all myconids in the Ring's Hive Mind for as long as exposure to telepathy spores continues.

Toxic
Range 30 feet, Fortitude DC 15 negates, take 1d4 Con and 1d4 Wis damage and be sickened for 4 rounds.
MYCONID, ELDER
MEDIUM PLANT
Hit Dice: 8d8+16 (52 hp)
Initiative: +4
Speed: 20 ft. (4 squares)
Armor Class: 20 (+10 natural), touch 10, flat-footed 20
Base Attack/Grapple: +6/+9
Attack: Slam +10 melee (1d4+3)
Full Attack: 2 slams +10 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fungus empathy, poison, spores
Special Qualities: Bioluminescence, damage reduction 5/slashing, low-light vision, hive mind, plant traits, regeneration 5
Saves: Fort +8, Ref +2, Will +4
Abilities: Str 16, Dex 10, Con 14, Int 12, Wis 14, Cha 10
Skills: Hide +0*, Knowledge (dungeoneering, nature) +12*, Profession (farmer) +13*, Survival +2 (+4 aboveground natural, underground)
Feats: Ability Focus (spores), Improved Initiative, Weapon Focus (slam)
Environment: Underground
Organization: Solitary, patch (2-4), or mixed patch (2-4 elder Myconids and 3-5 young Myconids)
Challenge Rating: 6
Treasure: None
Alignment: Always lawful (any)
Advancement: 9-11 HD (Medium)
Level Adjustment: -

This Myconid is taller than most humans. It lumbers along with little interest in your party's conversation with the Sovereign, followed obediently by a few button Myconids. When one of them stops to peer at your group, the elder reaches down a great hand and ushers the button along.

Elder Myconids are the backbone of a Ring. They perform all the farming duties of young Myconids but may also be sent out on quests by the Sovereign. Virtually all Myconids encountered outside of a Ring are parties of elders sent to negotiate with other Rings or non-Myconid communities, or very rarely to establish new Rings.

Combat Abilities
Elder Myconids use their spores intelligently in concert. They maintain their distance from enemies while letting their spores take effect, closing to melee range only as necessary.

Poison (Ex)
Ingested, Fortitude DC 18, initial damage 3d6 Wis, secondary damage 3d6 Con. The save DC is Constitution-based. As an ingested poison this generally only works against creatures that make bite attacks against a myconid.

Spores (Su)
A Myconid is constantly shedding magical spores out to a variable radius, depending on the type of spore. All creatures that are exposed to the spores (holding one's breath does not help) must save each round or be affected. A Myconid can produce only one type of spore at a time and may switch to a different type as a move action. A Myconid cannot suppress this ability. This is treated as both a poison and a disease but creatures immune to either may still choose to be affected by a particular type of spore (commonly the telepathy spores). The save DCs are Constitution-based.

Germination
Range 0 feet, no save. These spores blanket the soil of the Myconid's space (a 5 foot square for an elder Myconid), allowing mycelium to grow throughout it after 1 month. Any corpses in the square are decomposed by the growing mycelium in this time, preventing the use of raise dead. It is rumoured that the knowledge of corpses destroyed in this way lives on in the Ring's Hive Mind.

Hallucination
Range 30 feet, Will DC 18, save or become confused for 8 rounds.

Sleep
Range 60 feet, Will DC 18, save or fall asleep for 8 minutes.

Telepathy
Range 100 feet, Will DC 18 (harmless), save or gain a telepathic bond with all myconids in the Ring's Hive Mind for as long as exposure to telepathy spores continues.

Toxic
Range 30 feet, Fortitude DC 18 negates, take 1d4 Con and 1d4 Wis damage and be sickened for 8 rounds.
MYCONID, SOVEREIGN
LARGE PLANT
Hit Dice: 12d8+36 (90 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 26 (-1 Dex, +1 insight, +17 natural, -1 size), touch 9, flat-footed 26
Base Attack/Grapple: +8/+17
Attack: Slam +13 melee (1d6+5)
Full Attack: 3 slams +13 melee (1d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Fungus empathy, hyphae, perfect automatic silent spell, poison, spells, spores
Special Qualities: Bioluminescence, damage reduction 5/slashing, low-light vision, hive mind, plant traits, psychedelic, regeneration 5
Saves: Fort +12, Ref +4, Will +8
Abilities: Str 20, Dex 8, Con 16, Int 16, Wis 16, Cha 12
Skills: Craft (alchemy) +18, Concentration +18, Diplomacy +3, Gather Information +3, Heal +18, Hide -5*, Knowledge (dungeoneering, local, nature) +18*, Profession (farmer) +18*, Sense Motive +18, Spellcraft +18, Survival +3 (+5 aboveground natural, underground)
Feats: Ability Focus (spores), Brew Potion, Improved Initiative, Leadership, Weapon Focus (slam)
Environment: Underground
Organization: Solitary (plus cohort) or Ring (1 Myconid Sovereign and his cohort, plus 10-100 Myconid elders plus 50% young Myconids and 1 mixed patch (http://www.d20srd.org/srd/monsters/fungus.htm) (2-4 violet fungi and 3-5 shriekers) per 20 elders)
Challenge Rating: 12
Treasure: Double standard (plus potions)
Alignment: Always lawful (any)
Advancement: 13-24 HD (Large)
Level Adjustment: -

This Myconid towers above its fellows and is even more monstrous and alien in appearance, yet for all that it has a regal bearing and projects an air of serenity and trustworthiness. At the completion of the negotiations, the Sovereign raises a hand silently and a group of elders arrives at the Sovereign's telepathic call, ready to guide your party through the caverns.

A Sovereign Myconid is the unquestioned leader of a Ring. He rules his subjects with wisdom and discipline, and the general alignment of the Ring matches his own (which may spell trouble for communities neighbouring the Ring of an evil-aligned Sovereign). Sovereigns serve for life, growing in magical might and stature as their Ring grows, and there is only ever one Sovereign per Ring, regardless of the Ring's size. If a Sovereign dies or is killed he is replaced by an elder Myconid after it undergoes a period of ritual hallucination and growth.

Sovereigns are typically served by a non-Myconid cohort, usually a supernatural creature but sometimes an adventurer they have allied with through past favours. They tend to be knowledgeable about their underground realms, through reports from their subjects and magical divinations. They also possess the Brew Potion feat, which they use to craft stockpiles of potions. These potions are used for the Ring, as trade goods, and as rewards (or bribes) for passing adventurers and raiders.

Combat Abilities
Sovereign Myconids are slow to anger, but fearsome in defense of their Rings. They do not hesitate to use their most powerful spells and deadliest spores, before unleashing the hyphae of their Ring and wading into combat with their mighty blows.

Hyphae (Su)
As a full-round action a Myconid Sovereign may command the mycelium within the earth of a Ring to erupt as lashing tendrils. Treat this effect as black tentacles (caster level 12th) save that it may only affect an area within the Sovereign's Ring and it does not harm friendly Myconids. When a Sovereign uses this power, he must wait 1d4 rounds before using it again.

Perfect Automatic Silent Spell (Ex)
A Myconid Sovereign ignores the verbal components of spells.

Poison (Ex)
Ingested, Fortitude DC 21, initial damage 3d6 Wis, secondary damage 3d6 Con. The save DC is Constitution-based. As an ingested poison this generally only works against creatures that make bite attacks against a myconid.

Psychedelic (Su)
A Myconid Sovereign adds his Charisma modifier as a bonus on all his saving throws, and as an insight bonus to his Armor Class. (The statistics block already reflects these bonuses).

Spells
A Myconid Sovereign casts spells as a 12th-level druid (spells per day: 6/6/5/5/3/3/2, save DC 13 + spell level). He favours spells related to plants, water, earth, and decay.

Spores (Su)
A Myconid is constantly shedding magical spores out to a variable radius, depending on the type of spore. All creatures that are exposed to the spores (holding one's breath does not help) must save each round or be affected. A Myconid can produce only one type of spore at a time and may switch to a different type as a move action. A Myconid cannot suppress this ability. This is treated as both a poison and a disease but creatures immune to either may still choose to be affected by a particular type of spore (commonly the telepathy spores). The save DCs are Constitution-based.

Germination
Range 0 feet, no save. These spores blanket the soil of the Myconid's space (a 10 foot square for a Myconid Sovereign), allowing mycelium to grow throughout it after 1 month. Any corpses in the square are decomposed by the growing mycelium in this time, preventing the use of raise dead. It is rumoured that the knowledge of corpses destroyed in this way lives on in the Ring's Hive Mind.

Hallucination
Range 30 feet, Will DC 21, save or become confused for 12 rounds.

Sleep
Range 60 feet, Will DC 21, save or fall asleep for 12 minutes.

Telepathy
Range 100 feet, Will DC 21 (harmless), save or gain a telepathic bond with all myconids in the Ring's Hive Mind for as long as exposure to telepathy spores continues.

Toxic
Range 30 feet, Fortitude DC 21 negates, take 1d4 Con and 1d4 Wis damage and be sickened for 12 rounds.
Skills
A Myconid Sovereign receives skills as a fey creature, in addition to the standard Myconid skill traits.

Feats
A Myconid Sovereign possesses the Leadership feat; they do not attract followers but are typically served by a dryad, mushroom dryad (http://www.giantitp.com/forums/showsinglepost.php?p=6445698&postcount=748), oread or other fey cohort associated with plants or underground environments.

AOKost
2017-08-27, 12:07 AM
Very neat! and very well done! This adds a lot of flavor to any underground campaign! :D

rferries
2017-08-27, 12:51 AM
Very neat! and very well done! This adds a lot of flavor to any underground campaign! :D

Ha thanks, but I really can't take much credit. Myconids are a classic! :)

AOKost
2017-08-27, 01:15 PM
Ha thanks, but I really can't take much credit. Myconids are a classic! :)

They are indeed! lol I've always loved when they were used to great effect!